Is it possible to change the default "send to" for new aliases, triggers, and multi-line triggers to always be "send to script"? I rarely use any others now, and it'd be handy to not have to select that every time. A few of the other options would be nice to have set on by default too, like expand variables.

Twisol suggested recompiling mushclient to do this, but I don't have the slightest clue what that entails... ^^;

I prefer to always have aliases -not- keep evaluating, but triggers -always- keep evaluating, but I can't really set that default separately with the current setup. Same with case sensitivity (aliases never, triggers always). Any chance it could be improved to allow this?

Could we have XML Import warning go to the world like other scripting errors too?

Basically, make the window just go away unless it's actually needed for the Global plugins which might not have a world open. It's a little annoying to have an XML Import window pop up and cover the error and the whole hitting enter thing in annoyance to clear away a messagebox to move this XML Import window ends up being "edit" despite it just being labeled "OK" so it reopens the file which is usually already open and the cursor sitting at the lines in error, oops not anymore since the file's newly opened dang it, cursor's back at the top of the file and arghhhh. *stops and takes a breath*

Yes please! Totally unrelated to the topic, but I really hate how a new notepad-ish window is opened every time something goes wrong with an XML import. Being able to note the XML errors would be great.

I think a case could be made for not opening the editor when a plugin fails to load, too. Normal users don't care about the plugin code, and us developers can just hit Edit (which is, after all, right there on the plugin dialog), open it ourselves, or more likely than not use the editor we already have open.

WillFa said:Global plugins which might not have a world open.

AFAIK, global plugins are only loaded into a world, just like every other plugin. The only special thing is that they're automatically loaded into every world.

Nick Gammon said:OK well spotted before I even announced it

Technically, you did, in the post detailing the non-GUI options MUSHclient supports. ;)

Well here's the problem. The loading sequence is such that IIRC plugins are loaded early on - certainly into a world document, but before the document is fully established. There is a point in world creation where the output font, font size, window size, wrap column etc. are established (that is, they are read from the world file). Before that it isn't possible to do notes to the output window.

This is why when loading plugins, if they do a note as part of the install process you won't see it. However if you reload the plugin later on, you *do* see it.

So, an error during world loading (including plugin loading) rather than nicely being visible in the output window would totally disappear, possibly causing a lot of confusion.